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<blockquote data-quote="Ogrork the Mighty" data-source="post: 1695164" data-attributes="member: 19042"><p>I agree that it's important to remember it is a 3rd-lvl spell. Command is 1st-lvl and that can make a character run away, so I don't see any reason why suggestion shouldn't be able to do the same. </p><p></p><p>Players will always find a way to rationalize why a suggestion is unreasonable for their characters. If a paladin says he would never abandon his friends, don't just take the player's word for it. Has he shown this in the past, or has he withdrawn before? Don't get hung up on the wording of the spell. And don't allow yourself to get hung up by the players. Bottom line is, he failed his save. When you water down the effects or negate them altogether (despite a failed save), you're really just nerfing enchanters and spellcasters who rely on the spell.</p><p></p><p>I'd put more emphasis on completing the suggestion in a reasonable manner, rather than arguing over if the suggestion was reasonable to begin with. If the paladin is told to run away, I wouldn't make him run blindly through threatened squares when there are less dangerous escape routes. I'd also give a paladin a +4 bonus to the save. Ya' know, suggesting the paladin throw down his sword and grapple with the ancient red dragon b/c it would be much more heroic and knightly can be far better than telling him to run away!</p><p></p><p>Also remember that suggestion is a compulsion spell; it's not like the target exactly has a say in the matter...</p></blockquote><p></p>
[QUOTE="Ogrork the Mighty, post: 1695164, member: 19042"] I agree that it's important to remember it is a 3rd-lvl spell. Command is 1st-lvl and that can make a character run away, so I don't see any reason why suggestion shouldn't be able to do the same. Players will always find a way to rationalize why a suggestion is unreasonable for their characters. If a paladin says he would never abandon his friends, don't just take the player's word for it. Has he shown this in the past, or has he withdrawn before? Don't get hung up on the wording of the spell. And don't allow yourself to get hung up by the players. Bottom line is, he failed his save. When you water down the effects or negate them altogether (despite a failed save), you're really just nerfing enchanters and spellcasters who rely on the spell. I'd put more emphasis on completing the suggestion in a reasonable manner, rather than arguing over if the suggestion was reasonable to begin with. If the paladin is told to run away, I wouldn't make him run blindly through threatened squares when there are less dangerous escape routes. I'd also give a paladin a +4 bonus to the save. Ya' know, suggesting the paladin throw down his sword and grapple with the ancient red dragon b/c it would be much more heroic and knightly can be far better than telling him to run away! Also remember that suggestion is a compulsion spell; it's not like the target exactly has a say in the matter... [/QUOTE]
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